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Seitenabrufe

237111189 Seitenabrufe seit dem 30.06.2003


Pfad: 

HauptseiteBrettspieleProduktlinien (Brettspiele)Noir RPGNoir: The Film Noir Role-Playing Game


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Noir: The Film Noir Role-Playing Game

 

Hersteller: 

Archon Gaming, Inc.

Produktlinie: 

Noir RPG

Bestellnummer: 

AGI 2000

Produkttyp: 

Grundregeln

Sprache: 

Englisch

Preis: 

26,00 EUR

Anmerkungen:

 

z.Zt. vergriffen, Sammlerstück / Rarität

Produktbeschreibung

It was a dark and stormy night, and me and my two pals was bored, so Murphy says, "Hey, Paulie, why don't youse finally do dat review of Noir youse been talkin' about?" Well, a man ain't a man if he can ignore that kind of challenge, so I sat down and did it. And here it is...

Overview: Noir is an RPG which draws its inspiration from the film noir school, which focused on light and shadow, and lived in the gray areas between them. This is the genre that gave us The Maltese Falcon and The Postman Always Rings Twice, and Noir: the Game gives us a good opportunity to live in that world for a time. Character creation is based on the hard-boiled archetypes, from Private Eyes to Femmes Fatale. Task resolution is a relatively simple dice-pool system, and combat, also simple, is as deadly as it needs to be to suit the genre, but no more so. The main rule book also includes a campaign setting simply called The City, with several neighborhoods and key personalities detailed and ready to go.

Rules: Noir uses only six-sided dice, in an additive dice pool system. Add your level in a particular skill and its associated characteristic, and roll that number of dice. If the total is over the goal, you succeed. Sixes are always rerolled and added to the total, so a small number of dice is capable, with luck, of resulting in a spectacular success. Any roll which comes up all ones is a botch, and the inevitable "something bad" happens. Characters have a rating called "Moxie" which allows them to modify particularly important rolls if they can justify it in-character. The rules are simple enough to use that a novice could be playing within a few minutes of character creation with relative ease.

Combat: Also simple, combat uses dice in the same way as other task resolution. The initiative, to-hit and defense systems are effective, if not as detailed as some combat purists might like. Damage with melee weapons is a factor of the characters Brawn trait, and firearms are nasty enough to cause real problems. Overall, combat and damage work in a way that's true to genre, but might not be to the liking of the muzzle-velocity mavens of the world. This is, however, the kind of combat system that I personally love. It's fast, simple, and dangerous without being too fatal.

Character Creation: Character creation builds on the established archetypes of the genre. After setting the five basic attributes, each player chooses a "Shtick" for his or her character, ranging from Athlete to Troubleshooter, with a healthy sprinkling of law enforcement and criminal types mixed in with the more private roles. Each Shtick contains a list of Edges (advantages), Tricks of the Trade (skills), and Tools of the Trade (equipment) available to the character for purchase as part of the basic package. After selecting and detailing the character's Shtick, the player may purchase additional skills, pros (advantages again), and cons (disadvantages). Overall, the process will lead the player to a character that fits within the established norms of the genre, and the results will be easily fleshed out through thought and role-playing. I would, however, highly recommend having your group build characters together in order to avoid characters that clash irreparably.

Setting: The folks at Archon have made what I believe to be a wise choice in detailing their setting. Rather than choose "Chicago: 1936" they have created a somewhat timeless city called simply "The City." Each neighborhood within the city is described by someone who lives there, along with a few key locations and personalities. The City has great possibilities for a creative GM. There's plenty of room for development, but the basic flavor and tone of each area has been lovingly set up by the time one finishes reading. My particular favorite is New Harlem, a neighborhood which resembles New York's Harlem in the 1920's, during the so-called Harlem Renaissance. Given the opportunity, I'd live in The City, warts and all.

Production: Art and layout are general a small concern for me, unless I find them distracting or detrimental to the feel of the game. In this case, neither is, and the Howard Chaykin cover is a really nice piece. There is a relatively useful index, which is a relief. However, Archon has shot itself in the foot (or at least the little toe) by not proofing the text more thoroughly. There are numerous errors, ranging from trivial to the more serious, as in the combat chapter where the example for deriving the Reflexes trait (which should be the average of the Smarts and Move traits) refers to averaging the characters Smarts and Reflexes trait to derive his Reflexes trait. This sort of problem is by no means unique to Noir or Archon, but the general malaise of the industry regarding the quality of editing in first printings of products is not a valid excuse. Lisa Manns of Archon has told me via e-mail that many of these errors will be corrected in the second printing, and that the vehicle rules which are being created to fill that hole in the game will be freely distributed via the Internet, so I'm hopeful for Archon's future in that regard.

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